1.14 neither? All mod developers are going to emigrate to Fabric, or there will be a gap between Forge and Fabric? I know that you don't have that answer, but maybe it's something that all mod developers need to think of, for example, I think that BoP is only on Forge, and I don't think that big mods like Twilight, Betweenlands, Thermal o Aether II will emigrate to Fabric, that's something concerning, It reminds me the times of the 1.2.5 when there was ModLoader, McPatcher, Forge, Bukkit, Spigot and not compatibility between them, sincerely, I hope that someone could make compatibility between Forge and Fabric.

I think I will skip 1.14, as there are 1.15 and 1.16 will be soon. Most mods will update to 1.15 from 1.14 during 2-4 months.

Large mods are difficult to migrate, as many of their code sections have become too dependent on the game version. In fact many of them will most likely stay on 1.12, but their analogues will appear. Well, some directly update, for example, “Tech Reborn”.

About Fabric and Forge, this is a special question. They have different ideologies. Forge replaces all classes of Minecraft with its own, so every time it’s hard for Forge Team to upgrade it to the new version (they updated almost 2 years to 1.13). The Fabric is built on a Mixin system. Instead of replacing the source code, it adds small portions of its own at runtime. At the same time, the same Mixins can be used by mods. For example, this allows you not to use the event system, but simply inject desired code in the selected function. And at the same time, this system leaves the mods compatible with each other.

Due to the Mixins Fabric is actually updated on the day of the new version release. And for the same reasons, it has versions for snapshots. Vanilla architecture changes slowly, so mods not need to be updated frequently.

As a result I think the future is for Fabric, it will replace forge the same way, as forge replaced ModLoader. It updates faster and gives you more possibilities. (And in fact update my mod to Fabric was easier than to forge on same version).

If you are interested there are automatic Forge -> Fabric converter for 1.14 (I think it couldn't handle complicated mods, but simple may work). I don't test it by myself and it is here.

I thought about lore of nether civilization and the backstory of pigmans. As short — they became victims of their own ambitions and black magic, that they used to create powerful weapons. I think, that wither skeletons, for example, are also results of this magic influence. I don't want add lore directly, but I will add some small game elements, that will point it (especially in cities, for now they are just big structures)

I reworked how scattering work for most plants. Now big objects use a kind of "Position Disc Sampling" algorithm (simplified), small objects use something like "Dithering" (works perfect on mushrooms and grasses).

Hi, first of all this mod is my favorite fabric mod so far, it looks really good with the new nether!

I have a suggestion though, a new mob.

Here is my mob idea for the basalt deltas:

The nether hermit crab (it needs a proper name i know)

It's a passive crustacean that lives in the nether.

It should spawn in large numbers in the basalt deltas, but could rarely spawn in the nether wastelands.

The nether hermit crab should flee from any mob it sees, and piglins should hunt them.

Maybe it's claws could be a food that is better than golden carrots, because they're very easy to get now.

It should be breedable with gold nuggets or bars.

If it reaches 0 health, it's shell could break, dropping the shell, and some gold nuggets and the crab gains a speed buff. It could search for any item that is wearable in the head slot, and wear it, or just start riding a magma cube because why not.

The shell could be placed down as a decoration, or used as bait for the crab.

Idk about stats, after it's shell breaks it should have 5 health.

One last thing: when the crab still has the shell on it, it should take double damage from pickaxes.